List of flaws in artificial intelligence (SSBU): Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{incomplete|May need some more information on other potential AI flaws both in general and character specific}}
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. Ultimate]]'', present up to the most recent version (13.0.1) unless otherwise stated.
The following is a list of flaws in the [[artificial intelligence]] of ''[[Super Smash Bros. Ultimate]]'', present up to the most recent version (13.0.1) unless otherwise stated.


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| CPUs will never recover high and directly onto the stage, always aiming for the ledge even if the opponent is covering it, allowing the opponent to easily gimp or repeatedly edgeguard them. Additionally, CPUs with damaging recoveries will always attempt to hit the opponent if they're at the ledge, making it very easy to repeatedly bait and punish their recovery.
| CPUs will never recover high and directly onto the stage, always aiming for the ledge even if the opponent is covering it, allowing the opponent to easily gimp or repeatedly edgeguard them. Additionally, CPUs with damaging recoveries will always attempt to hit the opponent if they're at the ledge, making it very easy to repeatedly bait and punish their recovery.
|rowspan=24|13.0.1
|rowspan=23|13.0.1
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| rowspan=8 align=center|Attack Patterns
| rowspan=7 align=center|Attack Patterns
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| CPUs with projectiles will only use them at certain ranges, limiting their character's effectiveness.
| CPUs with projectiles will only use them at certain ranges, limiting their character's effectiveness.
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| CPUs will always immediately attempt to edgeguard an opponent the moment they are offstage, even if they were fighting another opponent or if it proves risky and even fatal.
| CPUs will always immediately attempt to edgeguard an opponent the moment they are offstage, even if they were fighting another opponent or if it proves risky and even fatal.
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| CPUs will always target human players in matches where other CPUs are present.
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| CPUs fail to recognize when team attack is on, using powerful moves when near allies and even using kill throws on them should they accidentally grab them.
| CPUs fail to recognize when team attack is on, using powerful moves when near allies and even using kill throws on them should they accidentally grab them.
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| CPUs fail to recognize slow and powerful attacks such as Ganondorf's and Bowser's forward smashes, running or jumping into them when they could've been easily reacted to and avoided.
| CPUs fail to recognize slow and powerful attacks such as Ganondorf's and Bowser's forward smashes, running or jumping into them when they could've been easily reacted to and avoided.
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| When bounced upwards off the stage by a meteor smash, CPUs will always use their neutral air dodge as soon as they are actionable.
| When bounced upwards off the stage by a meteor smash, CPUs will always use their air dodge as soon as they are actionable.
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| CPUs fail to SDI attacks such as PK Fire, allowing opponents to easily rack up their damage into KO percent.
| CPUs fail to SDI attacks such as PK Fire, allowing opponents to easily rack up their damage into KO percent.
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| {{Head|Snake|g=SSBU|s=20px}}
| {{Head|Snake|g=SSBU|s=20px}}
| Always detonates his [[C4]] whenever someone is near it, making absorption very easy. Additionally will not detonate it if offstage or near the projectile himself.
| Always detonates his [[C4]] whenever someone is near it, making absorption very easy. Additionally will not detonate it if offstage or near the projectile himself.
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| {{Head|Charizard|g=SSBU|s=20px}}
| Sometimes enters a loop of jumping up from an [[edge]] and using [[Flare Blitz]] across the stage, forcing it to grab the other edge and repeat the process. Charizard is usually too high to damage any standing opponent, causing it to damage itself for no benefit.
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| {{Head|R.O.B.|g=SSBU|s=20px}}
| {{Head|R.O.B.|g=SSBU|s=20px}}
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! Item !! Description !! Latest version
! Item !! Description !! Latest version
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|[[Poké Ball]]||Sometimes, when [[Ditto]] is summoned, the player's clone might accidentally pick up [[Dragoon]] or [[Daybreak]] parts, preventing the real player from using them.
|[[Bomber]]||CPUs prefer tossing Bombers rather than using them.
|rowspan=3|13.0.1
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|[[Fake Smash Ball]]||Similar to attacking [[Beehive]]s and [[Cucco]]. The CPUs usually break them when they are present, often while trying to attack other players.
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|[[Hocotate Bomb]]||Similar to the behavior from ''Super Smash Bros. 4''. The CPUs have poor [[DI]] if they are struck while the ship is ascending, which often causes the ship to KO them at the upper blast line.
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|[[Poké Ball]]||Sometimes, when [[Ditto]] is summoned, the player's clone might accidentally pick up [[Dragoon]] or [[Daybreak]] parts, preventing the real player from using them. CPUs do not shield against [[Kyogre]]'s attacks.
|10.1.0
|10.1.0
|}
|}
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